After being addicted to ToME for a little while now, I think it's about time I submit my opinion on the game, because I think the developers deserve to hear both the praise and criticism this game is worth. This game has a few irksome flaws but for the most part it's one of the best roguelikes I've played in over a decade. I'll keep this brief though, and summarize my feelings with a list of positives and negatives.
The Good:
- Though it has some flaws, and I have had to install a few of the UI improvement addons to make the game more suited to my liking, the UI is mostly very good. It's proof that a roguelike can be hardcore but also approachable, without needing to have a dozen different buttons to read, eat, drink, quaff, use, zap, aim, activate, etc. You're never going to read a potion or quaff a scroll so what's the point in so many roguelikes sticking to such archaic design?
- The fact that the game is so easy for players to create new races, classes, zones, and UI changes is wonderful. I deeply respect game design that encourages community modding.
- I like the difficulty options. It's great that people can choose the level of challenge they personally find to be enjoyable. Nobody can complain that the game is "too easy"--just choose a harder difficulty if you feel that way!
- Being able to see what monsters are capable of by inspecting them is wonderful. I'm tired of games like Angband that expect you to just get killed 50 times over by the same mob so that you can finally learn (the hard way) what its attacks do. I hate that sort of newbie punishment--you die simply because you didn't KNOW that this unique can summon multi-hued wyrms until it happens? Those games literally say "you don't deserve to win until you've sank enough hours into dying".
- I love the skill trees and I love how each class plays completely differently. No longer is a fighter just bumping things to death. No longer is a rogue just nothing but a weak fighter with some mediocre stealth and a few utility spells. I also love that many of the classes can be built differently and still be viable.
- The community is great. Friendly, intelligent players capable of mature discussion, who will gladly explain to you why you died and help you learn from your mistakes. Administrators and developers who will converse with you like equals and listen to input about the game. Shibari and DarkGod have been joys to talk to.
- I welcome the streamlining of tedious roguelike features (buying food, refueling lanterns, etc). Let me focus on the fun part: Going up against really difficult boss enemies and figuring out how to defeat them.
- The enemy variety is a bit lacking. It feels a bit silly to be fighting level 40 mice, or to find skeleton mages and orcs in the Rhaloren camp, etc. Some of the combinations of enemies you find just really feel weird and against the game's lore, like maybe some of them should be reskinned to be more thematic to the zones they're in.
- The patrols are just PAINFUL and unfun. In nightmare or harder difficulty, they're basically walking game overs. Bring on the tedium of trying to navigate the eastern continent and avoiding the extremely populous and overpowered orc patrols! It's not fun or interesting, you just end up walking back and forth on the world map until they finally go away and let you get to the dungeon you want to enter.
- There are a few pretty bad balance issues with the classes, but talking to Shibari, he's well aware of it already so I don't need to go into it. Besides, I doubt a newbie like me is qualified to give a better opinion on balance than the vets and developers.
- I don't like the random dungeons, like the sludgenest for example. A character that's lucky enough to have a rare dungeon spawn for them has basically won the lottery, because another dungeon equals another chance at artifacts and at least another level or two. In a game where your own choices generally have a bigger impact than luck, it feels silly that some characters will basically get lucky and have extra dungeons to play around in. Maybe these random dungeons should be linked to quests. For instance, EVERYBODY always sides with the merchant in the hidden tunnel unless they're trying to unlock the poison talents, because the randart store is just too good. Maybe siding with the assassin lord should open up the optional dungeons so that players get a choice: Extra dungeons for a chance at levels and randarts, or just a guaranteed randart shop?